Forest Guard

(Entry)
Type:

model

EntryId:

7c28-1925-ab5b-22b8

Hidden:

false

Costs: 10 pts

Constraints:

min: 15
max: 35
Options (1)
Options:

Profiles:

Global AdvMarDisRsrRules
Forest Guard (Global)

5

5

8

Strider (Forest)

Defensive HPDefResArmAegRules
Forest Guard (Defensive)

1

5

3

1

Elven Cloak

Offensive AttOffStrAPAgiTags
Forest Guard

1

5

3

0

5

Elf, Light Armour

Spear, Sylvan Blades, Weapon Master

Size HeightTypeBaseRarity
Forest Guard (Size)

1

Elf, Light Armour

20×20

Regular

Rule
Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

Elven Cloak:

For Shooting Attacks allocated against a Health Pool with Elven Cloak a to-hit roll of '1', '2', or '3' is always considered a miss, instead of the usual '1'.

Melee Weapon
Spear:

+1 Agi, +1 AP, and +1 additional AP towards Centauroid or Mount. Fight in Extra Rank
Models with Centauroid or Mount cannot use a Spear.

Sylvan Blades:

Paired Weapons, +1 AP.

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Attack Attribute
Weapon Master:

The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority 1. of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.

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